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RBPBEM6 Map Design Thread (Spoilers)

First feeling was that there are really a bunch of resources on that small strip of land. One place you can get 7 resources in your 8 tiles initial BFC and 10 when you got the full BFC. On the other hand, you have in the northeast (between gold and sheeps) a place were you have no resources at all. It is possible to settle with at least 1 food resources somewhere in that area, but it sure is completly different to the western part of that land. I would think about taking at least one wheat off that cramped part and put it offer there.

After all, randomly assigning IS random, so I think it will be impossible to make it equal between all players as well.
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I think the concept is good, but maybe best realized by a map script. Then you can reuse it and borrow mechanisms such as not overpowering city sites when placing resources.
I have to run.
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So, is my understanding of how to establish / edit the worldbuilder file correct? I'd like to start on this tonight.
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Bobchillingworth Wrote:So, is my understanding of how to establish / edit the worldbuilder file correct? I'd like to start on this tonight.

I think that's right, but I can't give a definitive yes...
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novice Wrote:I think the concept is good, but maybe best realized by a map script. Then you can reuse it and borrow mechanisms such as not overpowering city sites when placing resources.

Of course in the long game it will balance out, since good first cities mean poor late ones. That said, we all know civ = snowball game so it isn't really fair. I refuse to re-roll my RNG, but I'm going to see what that peninsula looks like with half the land-based food and half the strategic resources it has now.
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Bobchillingworth Wrote:So, is my understanding of how to establish / edit the worldbuilder file correct? I'd like to start on this tonight.

Yes, your method is correct; I did essentially the same thing for PBEM8 and it worked fine.

Any plans to share your concept? smile
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
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Tatan Wrote:Any plans to share your concept? smile

Talked to Bob a bit about this last night, and the gist of it is this. each player starts on a really small island, and each island encircles a large round continent of some sort that would be reachable by galley. So basically it's a land rush to the main continent, and I think the idea was to turn on raging barbs and/or stick some barb cities on the main continent so they'd have a bit of a surprise. Most likely the way to go about this is to roll some Pangaea maps until finding a suitable one, and then moving all players off of the continent to nearby worldbuilder'd islands. I think he said the idea was based off of an old DeviantMinds game from way back...

That's the rough idea, Bob could explain better.
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That's been done in a couple of demogames...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Krill Wrote:That's been done in a couple of demogames...


scooter's summation is pretty much exactly what I have in mind. Also some galleon-reachable islands... and possibly a single warrior-defended barb city cohabiting with every player on their starting island.



How did it turn out with the other games? I did get the idea from Deviant Minds, but that was run as a sp competition.
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I found it rather boring, but then again, I'm weird. I want something new for every game...it can be a bitch to balance because of oracling MC enabling triremes and easy chokes.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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